Zeratul: Stab, Slice, Spike! by Dryeck

Zeratul: Stab, Slice, Spike!

By: Dryeck
Last Updated: Jan 18, 2015
15 Votes
Build 1 of 2

Zeratul

Build: Standard

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Zeratul with this build

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Threat Hero Notes
1
Abathur While Zeratul doesn't have Abathur hunting quite as easy as Nova, he's still an easy kill for you any time after level 7.
1
Malfurion Dodge the root and this is a very easy kill. Be wary of his silence late game if he chooses it, as 3 seconds is a long time for someone as squishy as Zeratul.
1
Nova Your stealth-sister is easy prey for you. As she has no escapes, feel free to blink and Q onto her as soon as you see her cloak. Just make sure not to hit her clone with your slow or she may get away.
1
Gazlowe More or less a free kill for you. If you don't see him in any lanes, consider infiltrating their merc camps to find and kill him. His turrets hurt, though, so don't stick around too long.
2
Jaina Very easy to burst down, however use Blink wisely or risk getting kited/bursted to death.
2
Murky You can easily hunt down his egg, and your burst can take him out quickly if you can do it before he bubbles.
2
Valla Very squishy and your dash can keep up with hers. If you let yourself get kited, however, you may fall prey to her heavy damage.
3
Zagara She has no escapes, however her Creep movement speed buff may allow her to get away if you aren't fast enough. She also has a surprising amount of damage, some of which continues even after she dies. A well timed ultimate (either one) on her part may also let her escape.
3
Falstad Very squishy, and you can Blink to keep up with his dash. However, he is very bursty just like you, so don't engage at low health.
3
Nazeebo Nazeebo is a very easy kill early on in the game, but once his health from Death Ritual starts to kick in and he gets Sprint, he gets much harder to kill.
4
Azmodan Early game Azmo is pretty easy to kill, as he has no escapes. Later on, however, he is tankier and his laser will kill you if you can't kill him quickly. If he takes the attack speed slowing talent, just ignore him.
4
Sgt. Hammer Greatly depends on the skill of the hammer and the time of the game. Early game she is immobile and generally an easy kill. Late game, however, means extreme damage combined with her speed boost, knockback, and possibly knockback mines. She's always squishy, but does have the tools to keep you at bay, so don't be cocky.
5
Illidan More of a skill matchup. You can probably trade well despite his evasion, as you have two damage abilities. However, he has better mobility than you, and has sustained damage that you lack.
6
  No Threat
7
  No Threat
8
  No Threat
9
Anub'arak Tanky, has a shield, a stun, and a long range escape, and typically has an ultimate that heals. Also does a solid amount of damage if you remain in melee range.
9
Chen Chen is just an asshole. His spirit ult essentially negates all of the burst that you did, unless you're in a teamfight and can kill all 3 and then finish him. His shield reduces an extreme amount of damage too.
9
Muradin Very tanky and will heal back any damage you've dealt within 10 seconds if he leaves combat. Can jump on you and stun you.
10
Tyrael Tanky, has a shield and two AoE abilities to break your cloak, two slows...Zeratul is many things, but a good angel-killer is not one of them.
10
Tassadar Tassadar seems like he was built to counter Zeratul. His reveal, especially if talented, will constantly screw you over. You'll never be able to kill him alone unless he's at very low health, and he will shield his allies to keep them alive.

Zeratul

Build: Glass Cannon DPS

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Table of Contents Top

Introduction Top


Welcome!



Hello fellow HotS players! I'm writing this guide to share my favorite and most successful way of playing my favorite Hero: Zeratul. While there are certainly more ways to play him, I will be presenting a primary option that I believe is optimal (with suggestions for tweaks based on game to game scenarios), as well as one or two other methods.

Who am I?


I'm a big MOBA fan, and HotS is the most recent addition to my collection of games. I've played over 2,000 games of League of Legends under the name Dryeck, settling in Diamond tier for the last two seasons. I've played quite a bit of DotA 2, as well as decent amounts of Dawngate, Smite, and Strife. I'm no pro player, but I certainly have extensive experience in the genre.

The Hero Top



Zeratul, the Dark Prelate is an extremely agile Hero who can slip in and out of combat with ease. Shrouding himself with a cloak lends him invisibility broken only upon entering combat, allowing him to traverse the map virtually unseen. Zeratul's signature Blink ability lets him jump instantly from one location to another on a short cooldown, with no frills involved. This remarkable ability opens avenues for incredible plays, allowing the player to showcase his skill. While indeed a slippery foe, Zeratul is no slacker in combat either. Singularity Spike gives him the ability to throw bolts of dark energy that explode and slow the target after a short duration, while Cleave ruthlessly slices all enemies around him. Come level 10, Zeratul gets the choice between two abilities: one allows him to become an even more relentless hunter of his enemies, while the other conjures a temporal prison that affects all but himself.

Pros and Cons Top

Pros:

  • High burst damage
  • Best (short distance) mobility move in the game
  • Long duration slow
  • High skill cap
  • Solid wave clear
  • Game-changing ultimate

Cons:

  • High skill cap
  • Melee
  • Pretty squishy
  • No hard CC
  • Difficult to deal with tanky heroes
  • Can be hard to coordinate in solo queue

Abilities Top

(Trait) Permanent Cloak Zeratul is one of two Heroes who possess this trait, the other being Nova When you have not taken or received damage for a short period of time, you automatically enter a cloaked state. Under this effect, you do not show up on the enemy team's minimap, and on the battlefield you are seen as a subtle shimmer on the landscape. Unlike in many other games, enemy structures do not reveal you while cloaked.

  • While cloaked, brush still conceals you completely from those outside of it. Do not shun brush simply because you are cloaked. Furthermore, running into a bush can allow you the brief respite you need to re-enter stealth if you are being attacked.
  • A knowledgable opponent will know what a cloaked Zeratul looks like, and watch his screen for you. However, that does not mean you will be noticed as soon as you enter his sight range, especially if he is preoccupied with combat. Do not overestimate your cloak, but do not discount it either.
  • Standing still while cloaked does not make you completely invisible, however, it makes it extremely difficult for you to be seen. Aside from stray ability usage, standing still while in a bush makes it very unlikely for you be found.
  • The shrines at Dragon Shire can be captured and held while cloaked.



(Q) Cleave Cleave is Zeratul's most straightforward ability, as it simply does a set amount of damage in a small circle around him. It is his bread-and-butter move, and should be used very often. In addition to contributing to his burst damage combo, it allows him to clear minions with ease, an important strength that he possesses over Nova.

  • Especially when un-talented, the range on Cleave is very small. Consider it an ability to be used while in auto-attack range, and you will hit it reliably.
  • The number of stacks that you have of Gathering Power often determines whether a single Cleave will kill certain creeps (especially those in the mines), or leave them with a sliver of health.



(W) Singularity Spike Singularity Spike is Zeratul's ranged damage ability. Upon activation, it sends out a skillshot with moderate range that impacts the first target hit. After a brief delay, it deals damage and slows for a moderate duration. It should be used early during a fight to slow the target, allowing you to stick to them and deal more damage.

  • Though the spike "explodes", the damage is only single target unless talented with Sustained Anomaly
  • If you are very low on health and cannot enter a fight directly, try to stick to the outskirts and throw spikes at squishy targets.



(E) Blink Blink is Zeratul's signature ability. Many abilities in the game allow the user to travel from point A to point B, but none do so as quickly and efficiently as this. Blink has a low cooldown for a mobility spell and a moderate range which can easily cross most walls.

  • Blink can be used to instantly enter or leave any fight if used properly. The decision of what to use it for is crucial, and is the difference between getting a kill and dying yourself.
  • It is typically a better idea to enter a fight cloaked and mounted, then using Blink to either escape with your life or to counteract the opponent's escape.
  • If the enemy is in a tight spot or trying to go around a corner, blinking directly into their path can cause them to get stuck in a passage, or spend time walking around you. Both situations can assure a kill.



(R1) Void Prison Void Prison is the standard choice for your Heroic ability. Besides having the coolest name, it is infinitely more versatile than Shadow Assault. Upon casting, Zeratul creates a dome at target location which freezes everything in a time lock (see below for specific details.) This ability is so important that it warrants its own section later in the guide.

  • The ability affects all units. This includes Heroes, minions, and structures of both teams, as well as neutral units. The only unit unaffected is you. [Exception: Allied Heroes are not affected if the Protective Prison talent is chosen.]
  • Affected units are completely immune to everything.
  • Cooldowns do not tick down for affected units.
  • Channelled spells such as Triple Tap and Strafe are suspended, and continue to be cast when the prison ends.
  • Units that walk into the prison after it is placed are affected.



(R2) Shadow Assault Shadow Assault is Zeratul's second Heroic ability, and is certainly fun to use. While active, you gain a moderate boost to attack speed, and every auto-attack causes you to dash to your target from a short range. Though this ability is good at what it does (murdering lone targets caught in the jungle), that is all it does. I feel that this ability is decent, however cannot hold a candle to Void Prison, which I consider one of the best Heroic abilities in the game.

  • Don't be confused by the text; this ability isn't a map-crossing charge like The Hunt, but a series of short distance leaps that let you keep up with your target.
  • The duration of Shadow Assault is short enough that being hit by any hard CC effect significantly reduces the mileage you get from the ability.
  • During teamfights, hang back until most abilities have been used, then use this move to dash to a squishy target in the back and do your best to destroy them. If you don't think they would die, or that you would survive, chances are this is a game where Void Prison would have been a better option.

Talents Top


Block Greater Cleave Rapid Displacement Regeneration Master Seasoned Marksman


Greater Cleave: While this talent seems like a "newb trap" at first glance, the base radius of Cleave is just so small that this talent is quite useful. It allows you to be more than a couple of inches from your enemy and still hit them with Cleave, and ensures you will hit every minion in a wave. It can definitely be replaced with others in this tier, however it makes your base damaging move much more reliable.

Rapid Displacement: This is the talent I recommend for those who have tried Greater Cleave and found it lacking for them. The 15% cooldown reduction on Blink will doubtless save your life every now and then, and so I value both of these talents roughly the same.

Block: Many Heroes have access to Block and it is pretty meh in general. Take it against an enemy Nova to protect yourself from Anti-Armor Shells, but otherwise not recommended.

Seasoned Marksman: Zeratul is not a Hero who will benefit very much from extended auto attack fights. Furthermore, you will be roaming often across the map looking for kills, and thus will not be sticking around a lane to stack this up enough to be meaningful.

Regeneration Master: Zeratul is not a tank. Do not take this.


Focused Attack Vampiric Assault Gathering Power Sustained Anomaly Vorpal Blade



Gathering Power: Sorry guys, there are some interesting talents on this tier, but I'm going to be the killjoy who says that the most boring one is the best. For as long as you can stay alive with 6 takedowns, Gathering Power gives you 20% more ability damage. That's 20% more damage on Cleave, 20% more damage on Singularity Spike, and 20% more damage on Double Bombs. It doesn't sound like much, but it adds up, and it's better than the other talents in this tier.

Sustained Anomaly: I've only recently started picking up this talent every now and again, and am starting to enjoy it. It certainly has its uses ( Sustained Anomaly + Cleave = insane wave clear, Sustained Anomaly + Double Bombs + Void Prison combos, ranged wave clear, AoE slow potential), however I feel that Gathering Power still provides optimal single target damage allowing you to kill your target as quickly as possible.

Focused Attack: This talent is alright on Heroes who auto attack a lot, but Zeratul doesn't like to sit around and whack things for too long, so this doesn't do much.

Vampiric Assault: Mediocre sustain at best, and not very good for the same reason as Focused Attack

Vorpal Blade: This ability seems fun. It does, and I want it to be. However, Zeratul just does not have enough of a problem sticking to targets that he needs this talent. Between Blink, Wormhole, and Bolt of the Storm, you'll have enough movement abilities to keep track of.


Follow Through Rending Cleave Shadow Spike First Aid Searing Attacks



Searing Attacks: Blatant burst damage ability for a stealthy assassin? Yes, please! It has a low enough cooldown, and the minor cost is insignificant (90 if you manage to get off all 6 auto-attacks during its time period, which is unlikely). The only thing left to talk about is to compare it to the rest of this tier.

Rending Cleave: The only other option in this tier to possibly compare to Searing Attacks. Even with full stacks of gathering power, Rending Cleave loses to Searing Attacks if at least two auto-attacks are made. However, Rending Cleave is always active, and works off of Cleave, which is an AoE. It will therefore do more damage in teamfight scenarios and does more damage when clearing minions and weak mercs. I consider the burst damage of Searing Attacks to be more valuable overall, however this may be a preference for some people.

Follow Through: The damage bonus here is laughably inferior to the above two options.

First Aid: You are not Illidan who endures a fight and needs this healing. You are an assassin who can leave the fight when he needs to, so this talent is unnecessary.

Shadow Spike: This talent sounds decent on paper, however not much is accomplished by staying cloaked after throwing out a spike, and the 20% range boost is nothing compared to the above damage options.


Void Prison Shadow Assault



Void Prison: This spell has so many uses, I'm going to give it its own section further down in the guide. Long story short, its uses are limited only by your imagination. Its probably the highest skillcap ability in the game, but there's no better payoff when you get it just right.

Shadow Assault: We've all used this spell at least once during our first Zeratul game, and, if you're anything like me, loved the way you dashed over and over again until someone died. Alas, as fun as it is, it simply can't compare to the utility afforded by Void Prison. Furthermore, Zeratul doesn't really need the sticking power, the attack speed boost isn't that massive, the duration is fairly short, and it doesn't get the life steal that it needs until you reach level 20. Regardless, it receives a situational tag because it's ok to use for those games when no one is coordinated and you can simply hunt throughout the map and catch people out by themselves, using this ability to give them no chance of survival.


Giant Killer Burning Rage Wormhole Assassin's Blade Spell Shield



Wormhole: For once, a talent that looks amazing, and actually is! Lets you perform amazing jukes, quickly kill an Abathur hiding behind a gate, poke a team with a Cleave and get out without taking damage...the list goes on. A very fun ability that greatly enhances your mobility.

Assassin's Blade: This talent is the aggressive option of the tier, and is your alternative for when you feel like you need damage more than you need the mobility provided by Wormhole. The boost isn't too drastic, however it procs every time you leave cloak...which means it will almost always be up when you need it. The movement speed boost is simply icing.

Spell Shield: A tier with 3 viable options? Decisions, decisions. Spell Shield is a niche pick that should be chosen based on the enemy team when you find ability burst to be a big concern. Use your best judgement, but consider it especially against Nova, Jaina, Tyrael, and Falstad.

Giant Killer: Against Heroes, this talent doesn't provide much less damage than Assassin's Blade, and it doesn't rely on recently breaking stealth. However, since you'll be leaving stealth so often, and Giant Killer works ONLY on Heroes, this talent is inferior.

Burning Rage: Damage aura on someone who doesn't want to sit in the middle of the fight? Never pick this.


Executioner Void Slash Double Bombs Stoneskin Berserk



Double Bombs: HUGE damage boost, and can extend the slow to up to 6 seconds on one target! If you chose Sustained Anomaly, even more hijinks will ensue. This is a beautiful ability and puts the rest of this tier to shame.

Berserk: ONLY take this if you're following the second build, focused on auto attacking with Shadow Assault as your Heroic ability. NOT comparable to Double Bombs unless this is the case.

Void Slash: 30% increased damage on Cleave, or 100% increased damage on Singularity Spike?

Stoneskin: If you needed the survivability, Spell Shield should have been more than enough.

Executioner: Outclassed in damage by the two recommended options.


Fury of the Storm Bolt of the Storm Nerazim Fury Protective Prison



Bolt of the Storm: A second Blink, albeit with a much longer cooldown. Not entirely needed, given the mobility you already have, however by this point it allows you to counter other players with Bolt of the Storm, and lets you make even more impressive plays. Regardless, it's the only viable option in this tier, assuming you went with Void Prison.

Nerazim Fury: If you picked Shadow Assault, take this.

Protective Prison: Really doesn't help at all. Could also for repositioning of any allies that would have gotten caught inside, but as they would have been invulnerable anyway, this talent is pretty pointless. It also means you can't use Void Prison for situations in which trapping an ally would save their life.

Fury of the Storm: This talent is terrible on almost every Hero, ESPECIALLY Zeratul. Its only purpose is to pad the damage meters.

General Gameplay Top



In every map, you'll ideally want to station yourself initially in front of the middle lane. If no one else comes with you, ask politely if one of them would do so. Once the game begins, keep a careful eye on the map to determine what their lanes are. If it looks like a fight is happening or soon to occur, immediately head towards that lane to help. In this part of the game, you want to spend your time moving around the map as much as possible. Doing so will keep the enemy team wary of you, and thus play worse than they would otherwise. You should not stay in any lane longer than to finish a gank, and possibly Cleave the minion wave to help your allies push.

Ganking



Unless your allies are pushed back all the way to your towers, you'll want to enter the lane through the brush closest to the enemy towers, coming from behind them. Identify the most vulnerable target, and ping them so your team focuses their attacks. If you move swiftly, you can be on top of your target before they notice you, at which point you should auto-attack, Cleave, and Singularity Spike them as fast as possible. If you have Searing Attacks, activate that before your first auto-attack as well. If they attempt to get away, think for a moment whether a Blink would assure you the kill, or simply end in your death by turret. You should rarely trade your life for theirs if it comes to that, as since they were already low on health, they would waste time going back to base anyway. Never dive behind a gate unless you would be able to get at least 2 kills, or you have Wormhole.





The mid game is the most complex part of the match, comprising aspects of ganking, teamfighting, mercs, and objectives. By this point in the game, a couple sets of towers have fallen, and people are no longer staying in assigned lanes. Your role now depends on which map you are in, so look down to map-specific strategies for more information.



The late game is the part of the game where Void Prison really shines, and allows you to have a huge contribution to any fight, in addition to your high damage. Proper use of this ability cuts down the danger of leaping into a 5v5 brawl, allowing you to turn a skirmish in your favor.

Your Cleave lets you push minion waves quite quickly, however you will take quite a bit of damage attempting to take mercenary camps on your own. An important aspect of this stage of the game is making sure not to get caught by the other team, as this puts your team at a 4v5 disadvantage and opens you to being pushed on.

Void Prison Top




Use of Void Prison separates good Zeratul's from bad Zeratul's, is the difference between winning a teamfight and losing a teamfight, getting a kill or allowing them to escape, saving yourself or allies or letting them die. Good usage will come with practice. Here are examples of ways to use this ability, some obvious and some creative.
  • Freeze an escaping enemy, giving you and your allies 5 seconds to refresh your cooldowns and kill them.
  • Save an ally who is about to suffer a killing blow, giving you time to kill the enemy.
  • Freeze structures to prevent extensive damage if you find yourself being targeted by them.
  • If you see the enemy team killing a mercenary camp, wait until they finish, then catch them all in a prison, giving you ample time to capture the camp and escape.
  • Use it to hold off approaching enemies so you can finish an objective (killing a terror, unleashing dragon, capturing tribute, etc).
  • Catch a large portion of the enemy team in one, allowing your team to prepare a devastating AoE followup.
  • During a teamfight, use it on the back line of the enemy team, letting your team make short work of the remaining, unfrozen members, and then deal with the rest.
  • Use it on your own structures that are under heavy assault to save them. (Once, a Void Prison on my own Core during a base race was enough of a difference to secure a victory).

I hope to fill this section with some images and clips of these different uses for Void Prison.

Advanced Techniques Top






Anyone who has played DotA 2 should recognize the technique of disjointing projectiles. Essentially, some projectiles shoot at the point where your player is located, and if you use Blink while these projectiles are in the air, you will not take damage and the projectile will dissipate. The most notable example is dodging turret shots, as shown in the above clip, however certain ranged auto-attacks are also affected.



In HotS, two units cannot occupy the same place. We can abuse this mechanic, along with the games many narrow passageways, to trap an enemy and assure their death. Pictures speak louder than words, so below are examples of locations where this technique can be useful.

Red lines show the way an enemy may try to escape, and the green circles are where you can place yourself to prevent them from doing so.

In addition to these spots, body-blocking can be used to a lesser extent when an enemy is simply going around a corner, as you can increase their travel time by getting in their way.

















Orb-walking is a technique that you will again recognize coming from DotA 2, and is more commonly associated with ranged carries. If you right click on a target to attack them, and they start to move away, you will attack, then follow, attack, then follow, etc. However, each time you attack, there is a brief delay before you start to move again, which allows your target to get out of range. Orb-walking is when you issue a movement command immediately after your auto-attack damage is dealt, minimizing the amount of time you stand still to attack. Practicing this skill allows you to stick to your target much better, and deal more damage.


Map-Specific Strategies Top

  • Cleave any cursed minion waves to save time for allies who lack AoE abilities.
  • Void Prison can be very effective at buying time for an ally to finish capturing a tribute.
  • Ping the map as soon as a tribute starts to spawn to alert your allies, as it is typically a good idea for all 5 members of your team to show up.
  • Use Singularity Spike at range to stop an enemy who is trying to capture the tribute.
  • Use the protection provide by permanent-cloak to safely capture the enemy watchtower. Vision is critical.


  • You can capture and hold altars while still cloaked. Against opponents such as Tyrael this isn't much help, however if the only one contesting you is a Li Li, you can either kill her or simply sit on the altar, as she cannot break your cloak.
  • Use your Blink to quickly get over the altar walls, or to sneak the dragon once your team controls both altars.


  • Get to the seedlings immediately as they spawn, as you can clear them fairly quickly, especially if Sustained Anomaly is chosen.
  • You are a good candidate for piloting the Terror, as once it dies you can throw down an unexpected Void Prison to catch them by surprise, or simply Blink away to safety.


  • Head through the middle exit at the start of the game towards the fight for the watchtower (the smiley-face). Make sure one team member goes to the bottom lane to soak experience and fight for the bottom chest, however you should not be this player.
  • Chests spawn at 0:50, and after that they spawn about every 4 minutes starting from when the second chest is destroyed. The team that is already waiting for the first chest when it spawns has a large advantage, so try to be there. If the enemy team controls the top chest, assist your bottom laner with the other chest.
  • Void Prison is very useful on this map for fights revolving around Blackheart. Use it to fend off incoming enemies to allow your teammates time to turn in their coins.
  • Take pirate camps when there are no other pressing concerns (enemy team with a lot of coins to turn in, treasure chests up, enemy team doing boss/mercs, etc).
  • While you can be a hard target to kill and thus a good choice to carry coins, entering a fight while holding a lot of coins as Zeratul is just asking to be focused down, so be careful.


  • Stacking Gathering Power well will let you kill some of the creeps in the mines in just one Cleave, greatly increasing the number of camps you can take before the enemy team catches up to you.
  • Only experience and common sense can dictate the times when it would be better for you to join a teamfight in the mines, and when you should take skulls while others fight. Remember that, should the rest of your team die, the skulls dropped by the large golem will make up for whatever skulls you snagged for your team.

Conclusion Top

I hope this guide is able to help some of you better enjoy the magnificent Hero that is Zeratul! Everything I've written is of course subject to change based on input I receive from others and any changes Blizzard makes to our beloved Prelate. Please feel free to leave feedback on any of my opinions and ask any questions you may have!

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